increase size of radiance map in gles2
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@ -1137,7 +1137,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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glGenTextures(1, &sky->radiance);
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glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
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int size = p_radiance_size / 4; //divide by four because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
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int size = p_radiance_size / 2; //divide by two because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
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GLenum internal_format = GL_RGB;
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GLenum format = GL_RGB;
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@ -1176,7 +1176,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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int mipmaps = 6;
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int lod = 0;
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int mm_level = mipmaps;
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size = p_radiance_size / 4;
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size = p_radiance_size / 2;
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, true);
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, true);
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shaders.cubemap_filter.bind();
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